
#ifdef GL_ES
precision mediump float;
#endif

const float PI=3.1415926535;

uniform vec2 u_resolution;
uniform float u_time;
  
void main(){
    vec2 coord=gl_FragCoord.xy/u_resolution;
    vec3 color=vec3(0.);
    
    
    color += sin(coord.x*cos(u_time/30.0)*60.0)+sin(coord.y*cos(u_time/15.0)*10.0);
    color += sin(coord.y*sin(u_time/10.0)*60.0)+cos(coord.y*cos(u_time/5.0)*10.0);
    
    color *=sin(u_time/10.0)*0.5;

    gl_FragColor=vec4(color,1.);
}